Ajustes del Orden de Ejecución de Scripts(Script Execution Order Settings)

Graphics Settings

Scriptable RenderLoop settings

This is an experimental setting which allows you to define a series of commands to control exactly how the Scene should be rendered (instead of using the default rendering pipeline used by Unity). For more information on this experimental feature, see the Scriptable Render Pipeline documentation on GitHub.

Camera settings

These properties control various rendering settings.

Configuración:

Descripción (Description):

Transparancy Sort Mode

Renderers in Unity are sorted by several criteria such as their layer number, or their distance from camera. Transparency Sort Mode adds the ability to order renderable objects by their distance along a specific axis. This is generally only useful in 2D development; for example, sorting Sprites by height or along the Y axis.

Default

Sorts objects based on the Camera mode.

Perspective

Sorts objects based on perspective view.

Orthographic

Sorts objects based on orthographic view.

Transparancy Sort Axis

Use this to set a custom Transparency Sort Mode.

Tier settings

Tier Settings as displayed in the PlayerSettings Inspector window

These settings allow you to make platform-specific adjustments to rendering and shader compilation, by tweaking builtin defines. For example, you can use this to enable Cascaded Shadows on high-tier iOS devices, but to disable them on low-tier devices to improve performance. Tiers are defined by Rendering.GraphicsTier.

Property::

Función:

Standard Shader Quality

Allows you to select Standard Shader Quality.

Reflection Probes Box Projection

Allows you to specify whether Reflection Probes Box Projection should be used.

Reflection Probes Blending

Allows you to specify whether Reflection Probes Blending should be enabled.

Detail Normal Map

Allows you to specify whether Detail Normal Map should be sampled if assigned.

Enable Semitransparent Shadows

Allows you to specify whether Semitransparent Shadows should be enabled.

Cascaded Shadows

Allows you to specify whether cascaded shadow maps should be used.

Use HDR

Setting this field to true enables HDR rendering for this tier. Setting it to false disables HDR rendering for this tier. See Also: High Dynamic Range rendering

HDR Mode

The CameraHDRMode to use for this tier.

Rendering Path

The rendering path that should be used.

Configuraciones integradas del Shader

Use these settings to specify which shader is used to do lighting pass calculations in each rendering path listed.

Shader:

Calculation:

Deferred

Used when using Deferred lighting, see [Camera: Rendering Path)(class-Camera)

Deferred Reflection

Used when using Deferred reflection (ie reflection probes) along deferred lighting, see [Camera: Rendering Path)(class-Camera_)

Screen Space shadows

Used when using screen space shadow.

Legacy deferred

Used when using Legacy deferred lighting, see [Camera: Rendering Path)(class-Camera).

Shader stripping - Instancing variants

Configuración:

Descripción:

Strip Unused (Default value)

When a project is built, Unity only includes instancing shader variants if at least one material referencing the shader has the “Enable instancing” checkbox ticked. Unity strips any shaders that are not referenced by materials with the “Enable instancing” checkbox ticked.

Shader preloading

Specify a list of shader variant collection assets to preload while loading the game. Shader variants specified in this list are loaded during entire lifetime of the application. Use it for preloading very frequently used shaders. See Optimizing Shader Load Time page for details.